Important things: +5 damage rolls against enemies with CA. +2 damage on bloodied enemies. Enemies adjacent to Ulvellyn grant CA to Amarande. Resist 10 necrotic/9 fire. If having thp's 1/round can take 5 damage to add 5 damage to attack's damage. At start of turn can make a saving throw against daze/stun even if condition isn't (save ends).

With the knight's ice attack keeping it in place, the chimera decides to try and feast on the morsels before it. With a speed not thought possible given its size, the chimera darts its heads out in different directions. Amarande takes the vicious lion head bite, Muzdum is bitten by the dragon head and Amarande's fey beast is knocked down by the ram's head.

With a shattering of ice, the enormous creature breaks the ice built up around it's legs.

perception 25

The chimera is slow moving, if it was slowed a bit more, a focal attack may be able to sever a claw. (if dazed or stunned, a called shot (+2 bonus to appropriate defense) for more than 25 damage will severe a claw)

On your turn you can activate the cage controls to close the cage. You have to be standing next to the walls marked with an "X".

After activating the cage, the animal has to be in the caged area until the end of your next turn. If the animal leaves the cage area, the cage resets.

Skills: Arcana 25, Thievery 20

You can use either a standard action or movement action for you activation attempt.

Also! As an alternative you can activate the chain winch to pull the beast 10 feet (2 squares). The winch will let out more chain periodically.
Current length of chain (distance the monsters move outside of box): chimera: 40 feet.

River walks behind the group and continue to pray. He asks Arawai to wards his friends and guide there weapon. "Do not kill the beast, simply knock it out."

OOC

Minor: Sustain Moment of GloryMove: Walk to H12Standard: Prophetic Guidance on Chimera: Effect: The target grants combat advantage until the end of your next turn, and your allies gain a +5 power bonus to damage rolls against the target until the end of your next turn. The next ally who misses the target before the end of your next turn can reroll the attack.

Immediate Actions

During the monster turn, River might use one of these interrupt. If more than one trigger is valid at the same time, use the first in list. Please note I might change the Triggering conditions.

Reversal of Fortunes (Immediate Interrupt * Ranged 5)Target: The triggering enemy in rangeTrigger:
1) An enemy within 5 squares of you hits an ally adjacent to him.
2) The ally is bloodied
3) The enemy is not bloodied
4) River won't get an AoO, or only one from a minion.Attack: +13 vs. FortHit: 2d10 + 7 damage. The ally hit by the triggering enemy’s attack can spend a healing surge and regain 2d10 + 3d6 + 14 additional hit points and can make a saving throw.

Shield of Devotion (Immediate Reaction * Close Burst 5)Target: The triggering allyTrigger:
1) An ally within 5 squares of you takes damage from an enemy attack.
2) The ally has lost at least 11 damages, including this attack.Effect: The target regains 11 hit points. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target.

Whispers from Beyond (Immediate Interrupt * Melee 1)Target: The triggering enemyTrigger:
1) An enemy enters a square adjacent to you.
2) River is bloodied
3) The creature can daze, stun or deal as much damage as his current hp (assuming River is aware of those fact)Attack: +11 vs. WillEffect: The target grants combat advantage and takes a -2 penalty to attack rolls that include you as a target until the end of your next turn.

Was going to run Pok's turn, but had to ask, @Velmont was prophetic guidance meant for the Chimera or Manticore? Pok is going to use a daily in order to daze the Chimera, but it only dazes on a hit and I'd like to use the reroll if it misses.

Standing very still, Pok began to conjure illusion after illusion, layers stacked against one another in a hazy mist of deception. Slowly the gnome peeled back the edges of reality all around the Chimera, seemingly transporting it to a safe meadow in the Feywild. About as anesthetized as it is going to get, take the claw now!

Actions

Standard Mirage Arcana, area burst 2 centered on H7Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain, and creatures grant combat advantage while in it. Pok then makes the following attack.Roll Lookup for attack
Crit vs Will Rumbum 39 damage (SORRY!)
Crit vs Will Chimera 28 damageand the target is dazed, cannot leave the zone willingly, and cannot see creatures outside the zone (save ends all). If the target is already dazed, it takes 5 extra psychic damage.

@dimsdale I may have mucked up Rumbum's turn, if he was in the zone when it went off. Otherwise, Rumbum gets to reroll that missed attack, thanks to River

Pok

"Readied" Immediate Actions

If an enemy moves adjacent to Pok, he will use "Moonstride"

If Pok takes damage he will use "Fade Away"

If Pok is hit by a charm or psychic attack he will use "My Mind is My Own"

Rumbum moves forward and attacks the great three-headed beast as well, he swings his axe, but misses badly, leaving an himself open to attack. Agghhh... Rumbum can't hit anything! the orc yells in frustration.